=-----Statistics-----
Init +3;
Senseslow-light vision, Dark vision 60' Perception +12
DEFENSE
AC [18] TAC[14] FF[15] 10+4Armor*+0Shield+3Dex+0Items+0other+0Size+0NA+0Dodge+1AP]
*mithral-shirt Build into tech suit.
HP: 38/38 [8+2con]+[4x(5+2)]
Fort: +4, {+1Base,+2Con+1AP}
Reflex: +8, {+4Base,+3Dex+1AP}
Will: +7,{+4Base,+2Wis+1AP}
Other
Resistance:
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.
+2 Vs Posion [Class]
+2 Vs Traps [Class]
Immunity's
Immune to mind-effects, Fear, Fatigue or exhaustion, and are immune to disease and sleep effects. Dose not need to breath, drink or eat.
CMD +16 {10+3Base +2Str +3Dex +0size +0misc +0Dodge +1ABP}
OFFENSE
Speed: 40ft
CMB: +6; {+3Base +2Str +0size +0misc+1ABP}
Base Atk: +3;
Melee:+5{+3Base,+2Str}
Ranged:+6{+3Base,+3Dex}
ATATCKS
Studied Combat (Ex) [+2 TH]
Studded Strike (Ex) +1d6 [DMG]
--Melee:
Unarmed attack* TH+6 DMG[1d3+2] x2 (NL)
Combat Knife TH+6 DMG[1d4+2] X2 (P/L)
LH Knife TH+4 DMG[1d4+2] X3 (L)
RH Knife TH+4 DMG[1d4+2] X3 (L)
--Ranged:
[Background items]
RH-MW Revolvers* RTA TH+7+1APB DMG[2d6+1APB] R40' [Misfire 1/ Capacity 6] [20 x4]
LH-MW Revolvers* RTA TH+7+1APB DMG[2d6+1APB] R40' [Misfire 1/ Capacity 6] [20 x4]
^[As Colt Python .357 Revolver-Pathfinder Modern] [-2 TH when using both, -2 per range increment]
*Each Revolver, has a single shot gun round in a second barrel, [Full action to reload each one]
Alchemical rounds can be fitted into this barrel [r20ft]
]Avantasia
Two-handed Firearm: Damage, 1d10: Critical, x3: Range, 120 ft (ten increments): Misfire, N/A: Type, Bludgeoning.
Special: When you make a single attack in a round, Avantasia can be used to target the touch AC of the opponent. Additionally, the sights on the scope function halfway between a spyglass and a telescope. Objects viewed through these sights are magnified to twice their size, and the increase in DC to spot a distant object or creature increases by 1 for every 20 feet rather than ten. Clear weather conditions may permit a better distance.
Alchemical rounds
1x Flare cartridge.
1x Tracking round.
Space 5 ft.; Reach 5 ft.
STATISTICS
Rolled, 15/15/15/14/14/10
Str__14 [+2][14]
Dex_17 [+3][15][+2Race]
Con_14 [+2][14]
Int__ 20 [+5][15][+2Race][+1Level][+2Item]
Wis__15 [+2][15]
Cha__08 [-1][10][-2Race]
Feats
Level feats after 1st:
1:Technologist
2:Extra Investigator Talent
3:Two Weapon Fighting
Race Feats:
1:Exotic Weapon Proficiency (Advanced Firearms)
Class Feats
1:Amateur Gunslinger
2:Advanced Gun Smithing
3:rapid-reload [talent] 3ed
4:Point Black Shot[Talent] 5th
Traits
Traits:
1:Magical Knack [Investigator]
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
2:Arcane Dabbler (Regional) [Based on Nanites, Range Touch]
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
-:Prestidigitation
-:Mending
3: Rich Parent
900 GP at start of game
----------------=Drawbacks=-----------------
1: Paranoid
DC for helping other is 15
2: Androids
Androids can never gain morale bonuses
3: High Tech
Can only be raised or resurrected by High tech means.
Special Abilities
Constent [Activated Daily]
Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
undetectable alignment conceals the alignment of an object or a creature from all forms of divination.
Tattoo of Elemental Endurance (Ex)
Can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time.
Failure to return to the Material Plane before that time expires causes a holder to take 1 point of damage per additional hour spent on the elemental plane,
until it dies or returns to the Material Plane.
Race Android
Android
Racial Traits
Ability Score Modifiers: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Size:
Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed:
Androids have a base speed of 30 feet.
Languages:
Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Alert:
Androids gain a +2 racial bonus on Perception checks.
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks
Exceptional Senses:
Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed:
For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs.
Constructed
Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
No True feeling
Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Weapon Familiarity (1 RP) [Advanced Fire Arms[/b]
Prerequisites: None.
Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.
Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.
Fast (1 RP)
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Envoy (1 RP)
Prerequisites: None.
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—comprehend languages, detect magic, detect poison, read magic.
Skills
-=Skills=- [65 points] 5x[6Class +5Int] [+10BS]
FC-Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.
+11 Acrobatics*(+3dex, +5rank +3class)<
+09 Appraise(+5int, 1rank +3class)<
+04 Bluff(-1cha, +1rank +3class)<
+06 Climb*(+2str, 1rank +3class)<
+16 Craft (Alchemy)(+5Int, 3rank +8class)<
+10 Craft (Firearms)(+5Int, 2rank +3class)<
+06 Diplomacy(-1Cha, +4rank +3class)[+1d6]<
+09 Disable Device (+5Int, +1rank +3class)<
+03 Disguise(-1Cha, 1rank +3class)<
+03 Fly (+3Dex 0Rank +0Level)
+07 Escape Artist(+3Dex, 1rank +3class)<
+06 Heal (+2Wis +1rank +3class)[+1d6]<
+05 Intimidate(-1Cha, +3rank +3class)<
+12 Perception(+2Wis, +5rank +3class +2Race)[+1d6]<
+07 Ride (+3Dex 1ranks +3class)<
+04 Perform (Singing) (-1Cha +1Rank+3Class)<
+09 Profession [Privet Detective](+5Int, +1rank +3class)[+1d6]<
+06 Sense Motive(+2Wis, +5rank +3class-4race)(+1d6)<*
+07 Sleight of Hand(+3Dex, +1rank +3class)<
+12 Spellcraft (+5Int, +4rank +3class)[+1d6]<
+10 Stealth (+3Dex, +4rank +3class)<
+06 Survival (+2Wis 1rank +3class)<
+06 Swim (+2Str 1rank+3Class)<
+05 Use Magic Device(-1Cha, +3rank +3class)<
^Knowledge (Arcana)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Dungeoneering)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Engineering)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Geography)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (History)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Local)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Nature)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Nobility)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Planes) (Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Religion) (Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
Linguistics+12{+5Int +2Rank +3class}[+1d6+2CF]<
+10 Concentration (+5int+5CL)
*Armor Check Penalty [-1]
-=Non-Standard Skill Bonuses=-
Race Skills
-=Languages=-
Languages: Androffan, Common, Infernal, celstal, Dracona, Abyssal.
Class Cleric - Investigator Iron Hound L4
[LN] Investigator - Steel Hound [L5]
BAB +3 HD1d8/Saves 1/4/4
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
The following are the class features of the investigator.
Weapon and Armor Proficiency
Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields.
Nanite Alchemy (Su)
Android Investigators are highly trained in the creation of Nanite [alchemical] busts. When using Craft (alchemy) to create an Nanite alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his 'spells' by mixing ingredients and a tiny fraction of his own magical Nanite power into a number of [busts] extracts, and then effectively casts the 'spell' by drinking Contact with the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in [contact] potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex) [7/day] [1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding [+2]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Packing Heat (Ex)
At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger.
Grit (Ex) [Grit pool 2/day]
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm:
Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm:
When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex):
At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Dodge (Ex):
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex):
At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Poison Resistance (Ex) [+2vPosion]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Investigator Talent(Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. + The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.
1:Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
From Feat: rapid-reload
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) [+2 Vs traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex) [+2]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Shot in the Dark (Ex)
At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.
Blind Shot (Su)
A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.
Studied Strike (Ex) [+1d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
-=1st DC13 (0/day)=-
1st Level 3+/Day DC17
1: CLW
2: CLW
3: CLW
4: CLW
5: Endure Elements (used very Day)
7: Shield [5mins]
2ed Level 1+2int/Day DC18
1: Undetectable Alignment [Used Daily]
2: Detect Thoughts [5mins]
3: Invisibility [5mins]
4: Levitate [5mins]
1/day each [From Trait] [Divine]
1: Mending
2:Prestidigitation
Gear/Possessions
-=GEAR/POSSESSIONS=-
Clothing
Outfit, tech suit, [10Cr] [See Armor]
Armor
mithral-shirtBuild into tech suit.[1100Cr]
Weapon
2x Revolvers* MW
(Upgraded from Class item +700Cr + counts as MW] = [700Cr]
[guns everywhere, advanced weapons back ground items,]
Avantasia
Two-handed Firearm: Cost, don’t worry about it: Damage, 1d10: Critical, x3: Range, 120 ft (ten increments): Misfire, N/A: Type, Bludgeoning.
Special: When you make a single attack in a round, Avantasia can be used to target the touch AC of the opponent. Additionally, the sights on the scope function halfway between a spyglass and a telescope. Objects viewed through these sights are magnified to twice their size, and the increase in DC to spot a distant object or creature increases by 1 for every 20 feet rather than ten. Clear weather conditions may permit a better distance.
Belt: Tech Gun Belt* [10Cr]
Body: Tech Suit
Chest: Internal sound recorder [100Cr]
Eyes: Sun Glasses, rap around[10Cr]
Feet: tech Boots
Hands: -
Head: -
Headband: Brain CPU Bust [+2Int] [4000Cr]
Neck: Magic Tattoo of Planiar adaptation** [GM Item+100Cr]
Shoulders: -
Wrists: -
Ring L: -
Ring R: -
Bandolier Endless*[3lb] [1500Cr]
-:2xSmall Blades On back of Gun belt
-:Her two Revolvers
-:6x [Cylinder] [6 shells each] [2xLead][6gp] [2xSilvered][12Cr] [2x Cold Iron][12Cr] [Crafted]
-:1x Tacking rounds. [Cr50][Crafted]
-:2x Bean Bag Rounds [Crafted]
-:2x Smock Rounds [Crafted]
-:2x Adamantine slug Rounds [Crafted] [60Cr]
-:2x Flare Cartridge [NL] [Crafted]
-:24x Shot gun rounds Range 20' [DMG1d6] [Scatter] [Cone] [x2][24Cr][Crafted]
-:300 revolver shells [150Cr][Crafted]
-:1x healers kit 10/10 [50Cr]
-:1x Anti Toxin [25Cr]
-:Ninite-Alchemists Kit [50Cr]
-:Lock pick set [25Cr]
-:Gun making kit, Tech [100Cr]
-:2xSun Glasses [Rap around] [20Cr]
-:Small Note book and silver point pen 1/2lb [2Cr]
-: Formulae Books [15Cr]
-:2X Combat Knifes. [1 Cold Iron/1 silvered] [26Cr]
-:2X [/url]Short spear[1 Cold Iron/1 silvered] [34Cr]
-=Carrying Capacity=-
Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 10.5 lb.
-=Money=- 0 GP 0 SP 0 CP